Regular Upgrades Formula.
Weapon Scaling |
|---|
| The bonus to your total Attack Rating given by your weapon via a special formula based on how much points you put into a stat |
Weapon scaling is a gameplay mechanic in Dark Souls and Dark Souls Remastered. Most weapons in the game present an Attack Rating, plus a "bonus" for specific Stats that the player can level up to improve said bonus.
Weapons show players several categories of information: Attack Values (also considered as base damage or AR), Parameter Bonuses, Damage Reduction (%) and Stability.
'Parameter Bonus/scaling values refers to the bonus obtained from putting level up points into
Strength,
Dexterity,
Intelligence and
Faith. They are displayed as Letter Value that represents a range of scaling. Each weapon scales with at least one and/or more stats which will usually only grant one stat that heavily focus on scaling among them. The four stats can be classified into two. Physical damage stats are
Strength,
Dexterity which grant bonus physical damage. 'Magic Damage stats are
Intelligence and
Faith which grant bonus magic damage.
Table below explains the Letter Value that represents a range of scaling:
Weapons that has a letter S rank on any of that stat
Strength,
Dexterity,
Intelligence and
Faith would mean it has a good scaling on that particular stat.
| Letter | Scaling Range |
|---|---|
| E | 1%– 24% |
| D | 25%– 49% |
| C | 50%– 74% |
| B | 75%– 99% |
| A | 100%–139% |
| S | 140%–200% |
For Physical damage. (
Strength,
Dexterity)
The table below explains the scaling of the physical damage of the weapon. For example: For lower stats (from 10 - 40) points/level increase most, but once it reaches the soft cap at 40, it will start to slow down. Anything higher than 40 stat points would not give as much rating as when it was at the lower points (e.g. below 40 points).
| Stat level | Rating | Rating/level |
|---|---|---|
| 10 | 5% | 3.50% |
| 20 | 40% | 2.25% |
| 40 | 85% | 0.25% |
| 99 | 100% | Unclassified |
For Magic Damage. (
Intelligence and
Faith)
The table below explains the scaling of the magical damage of the weapon. For example: For lower stats (from 10 - 50) points/level increase most but once it reaches the soft cap at 50, it will start to slow down. Anything higher than 50 stat points would not give as much rating as when it was at the lower points (e.g. below 50 points).
| Stat level | Rating | Rating/level |
|---|---|---|
| 10 | 5% | 2.25% |
| 30 | 50% | 1.50% |
| 50 | 80% | 0.41% |
| 99 | 100% | Unclassified |
Humanity has its own Scaling table. Scaling depends on the Humanity you hold. Certain unique weapons will scale with how much humanity is in your humanity counter, and scale up to 10 humanity.
| Humanity | Phys Bonus | Fire Bonus | Phys Bonus this level |
Fire Bonus this level |
|---|---|---|---|---|
| 0 | 0% | 0% | — | — |
| 1 | 24% | 24% | 24% | 24% |
| 2 | 36% | 36% | 12% | 12% |
| 3 | 48% | 48% | 12% | 12% |
| 4 | 56% | 56% | 8% | 8% |
| 5 | 62% | 62% | 6% | 6% |
| 6 | 70% | 70% | 8% | 8% |
| 7 | 76% | 78% | 6% | 8% |
| 8 | 84% | 86% | 8% | 8% |
| 9 | 92% | 94% | 8% | 8% |
| 10 | 100% | 100% | 8% | 6% |
The table below shows the calculation for the Base Damage and Parameter Scaling.
Regular Upgrades Formula.
The table below shows the calculation for the Base Damage and Parameter Scaling.
The table below shows the calculation for the Base Damage and Parameter Scaling.
The table below shows the calculation for the Base Damage and Parameter Scaling.